mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
488 lines
16 KiB
C++
488 lines
16 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "vbsp.h"
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#include "disp_vbsp.h"
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#include "builddisp.h"
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#include "mathlib/vmatrix.h"
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void Overlay_BuildBasisOrigin( doverlay_t *pOverlay );
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// Overlay list.
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CUtlVector<mapoverlay_t> g_aMapOverlays;
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CUtlVector<mapoverlay_t> g_aMapWaterOverlays;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int Overlay_GetFromEntity( entity_t *pMapEnt )
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{
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int iAccessorID = -1;
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// Allocate the new overlay.
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int iOverlay = g_aMapOverlays.AddToTail();
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mapoverlay_t *pMapOverlay = &g_aMapOverlays[iOverlay];
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// Get the overlay data.
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pMapOverlay->nId = g_aMapOverlays.Count() - 1;
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if ( ValueForKey( pMapEnt, "targetname" )[ 0 ] != '\0' )
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{
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// Overlay has a name, remember it's ID for accessing
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iAccessorID = pMapOverlay->nId;
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}
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pMapOverlay->flU[0] = FloatForKey( pMapEnt, "StartU" );
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pMapOverlay->flU[1] = FloatForKey( pMapEnt, "EndU" );
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pMapOverlay->flV[0] = FloatForKey( pMapEnt, "StartV" );
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pMapOverlay->flV[1] = FloatForKey( pMapEnt, "EndV" );
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pMapOverlay->flFadeDistMinSq = FloatForKey( pMapEnt, "fademindist" );
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if ( pMapOverlay->flFadeDistMinSq > 0 )
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{
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pMapOverlay->flFadeDistMinSq *= pMapOverlay->flFadeDistMinSq;
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}
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pMapOverlay->flFadeDistMaxSq = FloatForKey( pMapEnt, "fademaxdist" );
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if ( pMapOverlay->flFadeDistMaxSq > 0 )
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{
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pMapOverlay->flFadeDistMaxSq *= pMapOverlay->flFadeDistMaxSq;
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}
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GetVectorForKey( pMapEnt, "BasisOrigin", pMapOverlay->vecOrigin );
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pMapOverlay->m_nRenderOrder = IntForKey( pMapEnt, "RenderOrder" );
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if ( pMapOverlay->m_nRenderOrder < 0 || pMapOverlay->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS )
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Error( "Overlay (%s) at %f %f %f has invalid render order (%d).\n", ValueForKey( pMapEnt, "material" ),
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pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z,
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pMapOverlay->m_nRenderOrder );
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GetVectorForKey( pMapEnt, "uv0", pMapOverlay->vecUVPoints[0] );
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GetVectorForKey( pMapEnt, "uv1", pMapOverlay->vecUVPoints[1] );
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GetVectorForKey( pMapEnt, "uv2", pMapOverlay->vecUVPoints[2] );
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GetVectorForKey( pMapEnt, "uv3", pMapOverlay->vecUVPoints[3] );
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GetVectorForKey( pMapEnt, "BasisU", pMapOverlay->vecBasis[0] );
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GetVectorForKey( pMapEnt, "BasisV", pMapOverlay->vecBasis[1] );
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GetVectorForKey( pMapEnt, "BasisNormal", pMapOverlay->vecBasis[2] );
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const char *pMaterialName = ValueForKey( pMapEnt, "material" );
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Assert( strlen( pMaterialName ) < OVERLAY_MAP_STRLEN );
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if ( strlen( pMaterialName ) >= OVERLAY_MAP_STRLEN )
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{
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Error( "Overlay Material Name (%s) too long! > OVERLAY_MAP_STRLEN (%d)", pMaterialName, OVERLAY_MAP_STRLEN );
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return -1;
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}
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strcpy( pMapOverlay->szMaterialName, pMaterialName );
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// Convert the sidelist to side id(s).
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const char *pSideList = ValueForKey( pMapEnt, "sides" );
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char *pTmpList = ( char* )_alloca( strlen( pSideList ) + 1 );
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strcpy( pTmpList, pSideList );
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const char *pScan = strtok( pTmpList, " " );
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if ( !pScan )
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return iAccessorID;
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pMapOverlay->aSideList.Purge();
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pMapOverlay->aFaceList.Purge();
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do
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{
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int nSideId;
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if ( sscanf( pScan, "%d", &nSideId ) == 1 )
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{
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pMapOverlay->aSideList.AddToTail( nSideId );
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}
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} while ( ( pScan = strtok( NULL, " " ) ) );
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return iAccessorID;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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side_t *GetSide( int nSideId )
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{
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for( int iSide = 0; iSide < g_LoadingMap->nummapbrushsides; ++iSide )
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{
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if ( g_LoadingMap->brushsides[iSide].id == nSideId )
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return &g_LoadingMap->brushsides[iSide];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void Overlay_UpdateSideLists( int StartIndex )
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{
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int nMapOverlayCount = g_aMapOverlays.Count();
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for( int iMapOverlay = StartIndex; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
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{
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mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( iMapOverlay );
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if ( pMapOverlay )
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{
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int nSideCount = pMapOverlay->aSideList.Count();
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for( int iSide = 0; iSide < nSideCount; ++iSide )
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{
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side_t *pSide = GetSide( pMapOverlay->aSideList[iSide] );
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if ( pSide )
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{
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if ( pSide->aOverlayIds.Find( pMapOverlay->nId ) == -1 )
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{
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pSide->aOverlayIds.AddToTail( pMapOverlay->nId );
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}
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void OverlayTransition_UpdateSideLists( int StartIndex )
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{
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int nOverlayCount = g_aMapWaterOverlays.Count();
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for( int iOverlay = StartIndex; iOverlay < nOverlayCount; ++iOverlay )
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{
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mapoverlay_t *pOverlay = &g_aMapWaterOverlays.Element( iOverlay );
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if ( pOverlay )
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{
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int nSideCount = pOverlay->aSideList.Count();
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for( int iSide = 0; iSide < nSideCount; ++iSide )
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{
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side_t *pSide = GetSide( pOverlay->aSideList[iSide] );
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if ( pSide )
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{
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if ( pSide->aWaterOverlayIds.Find( pOverlay->nId ) == -1 )
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{
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pSide->aWaterOverlayIds.AddToTail( pOverlay->nId );
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}
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void Overlay_AddFaceToLists( int iFace, side_t *pSide )
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{
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int nOverlayIdCount = pSide->aOverlayIds.Count();
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for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId )
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{
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mapoverlay_t *pMapOverlay = &g_aMapOverlays.Element( pSide->aOverlayIds[iOverlayId] );
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if ( pMapOverlay )
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{
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if( pMapOverlay->aFaceList.Find( iFace ) == -1 )
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{
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pMapOverlay->aFaceList.AddToTail( iFace );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void OverlayTransition_AddFaceToLists( int iFace, side_t *pSide )
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{
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int nOverlayIdCount = pSide->aWaterOverlayIds.Count();
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for( int iOverlayId = 0; iOverlayId < nOverlayIdCount; ++iOverlayId )
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{
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mapoverlay_t *pMapOverlay = &g_aMapWaterOverlays.Element( pSide->aWaterOverlayIds[iOverlayId] - ( MAX_MAP_OVERLAYS + 1 ) );
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if ( pMapOverlay )
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{
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if( pMapOverlay->aFaceList.Find( iFace ) == -1 )
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{
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pMapOverlay->aFaceList.AddToTail( iFace );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void Overlay_EmitOverlayFace( mapoverlay_t *pMapOverlay )
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{
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Assert( g_nOverlayCount < MAX_MAP_OVERLAYS );
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if ( g_nOverlayCount >= MAX_MAP_OVERLAYS )
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{
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Error ( "Too Many Overlays!\nMAX_MAP_OVERLAYS = %d", MAX_MAP_OVERLAYS );
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return;
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}
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doverlay_t *pOverlay = &g_Overlays[g_nOverlayCount];
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doverlayfade_t *pOverlayFade = &g_OverlayFades[g_nOverlayCount];
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g_nOverlayCount++;
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// Conver the map overlay into a .bsp overlay (doverlay_t).
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if ( pOverlay )
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{
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pOverlay->nId = pMapOverlay->nId;
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pOverlay->flU[0] = pMapOverlay->flU[0];
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pOverlay->flU[1] = pMapOverlay->flU[1];
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pOverlay->flV[0] = pMapOverlay->flV[0];
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pOverlay->flV[1] = pMapOverlay->flV[1];
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VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] );
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VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] );
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VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] );
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VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
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VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
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VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
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pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
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// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
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pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x;
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pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y;
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pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
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// Encode whether or not the v axis should be flipped.
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Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] );
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if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f )
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{
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pOverlay->vecUVPoints[3].z = 1.0f;
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}
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// Texinfo.
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texinfo_t texInfo;
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texInfo.flags = 0;
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texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName );
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for( int iVec = 0; iVec < 2; ++iVec )
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{
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for( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f;
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texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f;
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}
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texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f;
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texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f;
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}
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pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
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// Face List
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int nFaceCount = pMapOverlay->aFaceList.Count();
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Assert( nFaceCount < OVERLAY_BSP_FACE_COUNT );
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if ( nFaceCount >= OVERLAY_BSP_FACE_COUNT )
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{
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Error( "Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z );
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return;
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}
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pOverlay->SetFaceCount( nFaceCount );
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for( int iFace = 0; iFace < nFaceCount; ++iFace )
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{
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pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace );
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}
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}
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// Convert the map overlay fade data into a .bsp overlay fade (doverlayfade_t).
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if ( pOverlayFade )
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{
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pOverlayFade->flFadeDistMinSq = pMapOverlay->flFadeDistMinSq;
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pOverlayFade->flFadeDistMaxSq = pMapOverlay->flFadeDistMaxSq;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void OverlayTransition_EmitOverlayFace( mapoverlay_t *pMapOverlay )
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{
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Assert( g_nWaterOverlayCount < MAX_MAP_WATEROVERLAYS );
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if ( g_nWaterOverlayCount >= MAX_MAP_WATEROVERLAYS )
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{
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Error ( "Too many water overlays!\nMAX_MAP_WATEROVERLAYS = %d", MAX_MAP_WATEROVERLAYS );
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return;
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}
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dwateroverlay_t *pOverlay = &g_WaterOverlays[g_nWaterOverlayCount];
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g_nWaterOverlayCount++;
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// Conver the map overlay into a .bsp overlay (doverlay_t).
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if ( pOverlay )
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{
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pOverlay->nId = pMapOverlay->nId;
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pOverlay->flU[0] = pMapOverlay->flU[0];
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pOverlay->flU[1] = pMapOverlay->flU[1];
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pOverlay->flV[0] = pMapOverlay->flV[0];
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pOverlay->flV[1] = pMapOverlay->flV[1];
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VectorCopy( pMapOverlay->vecUVPoints[0], pOverlay->vecUVPoints[0] );
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VectorCopy( pMapOverlay->vecUVPoints[1], pOverlay->vecUVPoints[1] );
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VectorCopy( pMapOverlay->vecUVPoints[2], pOverlay->vecUVPoints[2] );
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VectorCopy( pMapOverlay->vecUVPoints[3], pOverlay->vecUVPoints[3] );
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VectorCopy( pMapOverlay->vecOrigin, pOverlay->vecOrigin );
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VectorCopy( pMapOverlay->vecBasis[2], pOverlay->vecBasisNormal );
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pOverlay->SetRenderOrder( pMapOverlay->m_nRenderOrder );
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// Encode the BasisU into the unused z component of the vecUVPoints 0, 1, 2
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pOverlay->vecUVPoints[0].z = pMapOverlay->vecBasis[0].x;
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pOverlay->vecUVPoints[1].z = pMapOverlay->vecBasis[0].y;
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pOverlay->vecUVPoints[2].z = pMapOverlay->vecBasis[0].z;
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// Encode whether or not the v axis should be flipped.
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Vector vecCross = pMapOverlay->vecBasis[2].Cross( pMapOverlay->vecBasis[0] );
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if ( vecCross.Dot( pMapOverlay->vecBasis[1] ) < 0.0f )
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{
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pOverlay->vecUVPoints[3].z = 1.0f;
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}
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// Texinfo.
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texinfo_t texInfo;
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texInfo.flags = 0;
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texInfo.texdata = FindOrCreateTexData( pMapOverlay->szMaterialName );
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for( int iVec = 0; iVec < 2; ++iVec )
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{
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for( int iAxis = 0; iAxis < 3; ++iAxis )
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{
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texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][iAxis] = 0.0f;
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texInfo.textureVecsTexelsPerWorldUnits[iVec][iAxis] = 0.0f;
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}
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texInfo.lightmapVecsLuxelsPerWorldUnits[iVec][3] = -99999.0f;
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texInfo.textureVecsTexelsPerWorldUnits[iVec][3] = -99999.0f;
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}
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pOverlay->nTexInfo = FindOrCreateTexInfo( texInfo );
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// Face List
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int nFaceCount = pMapOverlay->aFaceList.Count();
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Assert( nFaceCount < WATEROVERLAY_BSP_FACE_COUNT );
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if ( nFaceCount >= WATEROVERLAY_BSP_FACE_COUNT )
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{
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Error( "Water Overlay touching too many faces (touching %d, max %d)\nOverlay %s at %.1f %.1f %.1f", nFaceCount, OVERLAY_BSP_FACE_COUNT, pMapOverlay->szMaterialName, pMapOverlay->vecOrigin.x, pMapOverlay->vecOrigin.y, pMapOverlay->vecOrigin.z );
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return;
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}
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pOverlay->SetFaceCount( nFaceCount );
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for( int iFace = 0; iFace < nFaceCount; ++iFace )
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{
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pOverlay->aFaces[iFace] = pMapOverlay->aFaceList.Element( iFace );
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}
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}
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}
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|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Overlay_EmitOverlayFaces( void )
|
||
|
{
|
||
|
int nMapOverlayCount = g_aMapOverlays.Count();
|
||
|
for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
|
||
|
{
|
||
|
Overlay_EmitOverlayFace( &g_aMapOverlays.Element( iMapOverlay ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void OverlayTransition_EmitOverlayFaces( void )
|
||
|
{
|
||
|
int nMapOverlayCount = g_aMapWaterOverlays.Count();
|
||
|
for( int iMapOverlay = 0; iMapOverlay < nMapOverlayCount; ++iMapOverlay )
|
||
|
{
|
||
|
OverlayTransition_EmitOverlayFace( &g_aMapWaterOverlays.Element( iMapOverlay ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// These routines were mostly stolen from MapOverlay.cpp in Hammer
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define OVERLAY_BASIS_U 0
|
||
|
#define OVERLAY_BASIS_V 1
|
||
|
#define OVERLAY_BASIS_NORMAL 2
|
||
|
#define OVERLAY_HANDLES_COUNT 4
|
||
|
|
||
|
|
||
|
inline void TransformPoint( const VMatrix& matrix, Vector &point )
|
||
|
{
|
||
|
Vector orgVector = point;
|
||
|
matrix.V3Mul( orgVector, point );
|
||
|
}
|
||
|
|
||
|
|
||
|
inline bool fequal( float value, float target, float delta) { return ( (value<(target+delta))&&(value>(target-delta)) ); }
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: this function translate / rotate an overlay.
|
||
|
// Input : pOverlay - the overlay to be translated
|
||
|
// OriginOffset - the translation
|
||
|
// AngleOffset - the rotation
|
||
|
// Matrix - the translation / rotation matrix
|
||
|
// Output : none
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Overlay_Translate( mapoverlay_t *pOverlay, Vector &OriginOffset, QAngle &AngleOffset, matrix3x4_t &Matrix )
|
||
|
{
|
||
|
VMatrix tmpMatrix( Matrix );
|
||
|
|
||
|
Vector temp = pOverlay->vecOrigin;
|
||
|
VectorTransform( temp, Matrix, pOverlay->vecOrigin );
|
||
|
|
||
|
// erase move component
|
||
|
tmpMatrix.SetTranslation( vec3_origin );
|
||
|
|
||
|
// check if matrix would still change something
|
||
|
if ( !tmpMatrix.IsIdentity() )
|
||
|
{
|
||
|
// make sure axes are normalized (they should be anyways)
|
||
|
pOverlay->vecBasis[OVERLAY_BASIS_U].NormalizeInPlace();
|
||
|
pOverlay->vecBasis[OVERLAY_BASIS_V].NormalizeInPlace();
|
||
|
|
||
|
Vector vecU = pOverlay->vecBasis[OVERLAY_BASIS_U];
|
||
|
Vector vecV = pOverlay->vecBasis[OVERLAY_BASIS_V];
|
||
|
Vector vecNormal = pOverlay->vecBasis[OVERLAY_BASIS_NORMAL];
|
||
|
|
||
|
TransformPoint( tmpMatrix, vecU );
|
||
|
TransformPoint( tmpMatrix, vecV );
|
||
|
TransformPoint( tmpMatrix, vecNormal );
|
||
|
|
||
|
float fScaleU = vecU.Length();
|
||
|
float fScaleV = vecV.Length();
|
||
|
float flScaleNormal = vecNormal.Length();
|
||
|
|
||
|
bool bIsUnit = ( fequal( fScaleU, 1.0f, 0.0001 ) && fequal( fScaleV, 1.0f, 0.0001 ) && fequal( flScaleNormal, 1.0f, 0.0001 ) );
|
||
|
bool bIsPerp = ( fequal( DotProduct( vecU, vecV ), 0.0f, 0.0025 ) && fequal( DotProduct( vecU, vecNormal ), 0.0f, 0.0025 ) && fequal( DotProduct( vecV, vecNormal ), 0.0f, 0.0025 ) );
|
||
|
|
||
|
// if ( fequal(fScaleU,1,0.0001) && fequal(fScaleV,1,0.0001) && fequal(DotProduct( vecU, vecV ),0,0.0025) )
|
||
|
if ( bIsUnit && bIsPerp )
|
||
|
{
|
||
|
// transformation doesnt scale or shear anything, so just update base axes
|
||
|
pOverlay->vecBasis[OVERLAY_BASIS_U] = vecU;
|
||
|
pOverlay->vecBasis[OVERLAY_BASIS_V] = vecV;
|
||
|
pOverlay->vecBasis[OVERLAY_BASIS_NORMAL] = vecNormal;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// more complex transformation, move UV coordinates, but leave base axes
|
||
|
for ( int iHandle=0; iHandle<OVERLAY_HANDLES_COUNT;iHandle++)
|
||
|
{
|
||
|
Vector vecUV = pOverlay->vecUVPoints[iHandle];
|
||
|
Vector vecPos = ( vecUV.x * pOverlay->vecBasis[OVERLAY_BASIS_U] + vecUV.y * pOverlay->vecBasis[OVERLAY_BASIS_V] );
|
||
|
|
||
|
// to transform in world space
|
||
|
TransformPoint( tmpMatrix, vecPos );
|
||
|
|
||
|
vecUV.x = pOverlay->vecBasis[OVERLAY_BASIS_U].Dot( vecPos );
|
||
|
vecUV.y = pOverlay->vecBasis[OVERLAY_BASIS_V].Dot( vecPos );
|
||
|
|
||
|
pOverlay->vecUVPoints[iHandle] = vecUV;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|